wip: light probes + compute variant
parent
0b8d85f81c
commit
61b94ed225
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@ -61,21 +61,29 @@ int main(int argc, char** argv) {
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static bool first_time = true;
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static bool animate_probe_pos = false;
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static bool follow_cam = false;
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static vec3 probe_pos;
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if (input_down(KEY_T)) {
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animate_probe_pos = !animate_probe_pos;
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}
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if (input_down(KEY_F)) {
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follow_cam = !follow_cam;
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}
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if (animate_probe_pos) {
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probe_pos = vec3(0, 5, 0);
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probe_pos.x = sinf(window_time()*2)*2.0f;
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}
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if (input_down(KEY_SPACE) || first_time || animate_probe_pos) {
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if (input_down(KEY_SPACE) || first_time || animate_probe_pos || follow_cam) {
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first_time = false;
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mat44 probe_proj, probe_view;
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if (!animate_probe_pos) {
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probe_pos = cam.position;
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}
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cubemap_bake_begin(&env_probe.cubemap, probe_pos, 1024, 1024);
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if (follow_cam) {
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probe_pos = cam.position;
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}
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unsigned tex_size = 256;
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cubemap_bake_begin(&env_probe.cubemap, probe_pos, tex_size, tex_size);
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while (cubemap_bake_step(&env_probe.cubemap, probe_proj, probe_view)) {
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skybox_render(&sky, probe_proj, probe_view);
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shader_bind(mdl.program);
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,103 @@
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layout(local_size_x = 16, local_size_y = 16) in;
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uniform sampler2D inputTexture;
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layout(std430, binding = 1) buffer SHCoefficients {
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vec3 sh[9];
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};
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layout(std430, binding = 2) buffer WorkGroupResults {
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vec3 wg_results[];
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};
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uniform float skyIntensity;
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uniform ivec2 textureSize;
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uniform int faceIndex;
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uniform int pass;
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shared vec3 sh_local[9];
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const float PI = 3.14159265359;
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const vec3 skyDir[6] = vec3[6](
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vec3( 1, 0, 0), vec3(-1, 0, 0),
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vec3( 0, 1, 0), vec3( 0,-1, 0),
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vec3( 0, 0, 1), vec3( 0, 0,-1)
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);
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const vec3 skyX[6] = vec3[6](
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vec3( 0, 0,-1), vec3( 0, 0, 1),
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vec3( 1, 0, 0), vec3( 1, 0, 0),
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vec3( 1, 0, 0), vec3(-1, 0, 0)
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);
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const vec3 skyY[6] = vec3[6](
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vec3( 0, 1, 0), vec3( 0, 1, 0),
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vec3( 0, 0,-1), vec3( 0, 0, 1),
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vec3( 0, 1, 0), vec3( 0, 1, 0)
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);
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void main() {
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if (pass == 0) {
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// First pass: process texels and accumulate in work groups
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if (gl_LocalInvocationIndex == 0) {
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for (int i = 0; i < 9; ++i) {
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sh_local[i] = vec3(0.0);
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}
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}
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barrier();
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(texel, textureSize))) return;
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vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize);
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vec3 n = normalize(skyDir[faceIndex] +
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skyX[faceIndex] * (2.0 * uv.x - 1.0) +
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skyY[faceIndex] * (1.0 - 2.0 * uv.y));
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vec3 color = textureLod(inputTexture, uv, 0).rgb;
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float l = length(n);
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vec3 light = color * (1.0 / (l * l * l)) * skyIntensity;
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// Accumulate SH coefficients
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vec3 sh_[9];
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sh_[0] = light * 0.282095f;
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sh_[1] = light * (-0.488603f * n.y * 2.0 / 3.0);
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sh_[2] = light * (0.488603f * n.z * 2.0 / 3.0);
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sh_[3] = light * (-0.488603f * n.x * 2.0 / 3.0);
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sh_[4] = light * (1.092548f * n.x * n.y / 4.0);
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sh_[5] = light * (-1.092548f * n.y * n.z / 4.0);
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sh_[6] = light * (0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0);
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sh_[7] = light * (-1.092548f * n.x * n.z / 4.0);
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sh_[8] = light * (0.546274f * (n.x * n.x - n.y * n.y) / 4.0);
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// Add to local SH coefficients
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for (int i = 0; i < 9; ++i) {
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sh_local[i] += sh_[i];
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}
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barrier();
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// Store work group results
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if (gl_LocalInvocationIndex == 0) {
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uint wg_index = gl_WorkGroupID.y * gl_NumWorkGroups.x + gl_WorkGroupID.x;
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for (int i = 0; i < 9; ++i) {
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wg_results[wg_index * 9 + i] = sh_local[i];
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}
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}
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} else {
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// Second pass: combine work group results
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if (gl_WorkGroupID.x == 0 && gl_WorkGroupID.y == 0) {
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vec3 total_sh[9] = vec3[9](vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), vec3(0));
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uint num_work_groups = gl_NumWorkGroups.x * gl_NumWorkGroups.y;
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for (uint i = gl_LocalInvocationIndex; i < num_work_groups; i += gl_WorkGroupSize.x * gl_WorkGroupSize.y) {
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for (int j = 0; j < 9; ++j) {
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total_sh[j] += wg_results[i * 9 + j];
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}
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}
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barrier();
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if (gl_LocalInvocationIndex < 9) {
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sh[gl_LocalInvocationIndex] += total_sh[gl_LocalInvocationIndex];
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}
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}
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}
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}
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@ -383709,10 +383709,93 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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glDeleteTextures(1, &c->id);
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c->id = 0;
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}
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#if 0
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static unsigned sh_shader = -1, sh_buffer = -1, wg_buffer = -1, u_intensity = -1, u_size = -1, u_face_index = -1, u_texture = -1, u_step = -1, u_pass = -1;
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do_once {
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sh_shader = compute(vfs_read("shaders/cubemap_sh.glsl"));
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glGenBuffers(1, &sh_buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
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u_texture = glGetUniformLocation(sh_shader, "cubeFace");
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u_intensity = glGetUniformLocation(sh_shader, "skyIntensity");
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u_size = glGetUniformLocation(sh_shader, "textureSize");
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u_face_index = glGetUniformLocation(sh_shader, "faceIndex");
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u_step = glGetUniformLocation(sh_shader, "step");
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u_pass = glGetUniformLocation(sh_shader, "pass");
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}
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// Prepare work group buffer
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glGenBuffers(1, &wg_buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, wg_buffer);
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int num_work_groups = ((c->width + 15) / 16) * ((c->height + 15) / 16);
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glBufferData(GL_SHADER_STORAGE_BUFFER, num_work_groups * 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, wg_buffer);
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// Clear SH buffer
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vec3 zero = vec3(0,0,0);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
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glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_RGB32F, GL_RGB, GL_FLOAT, &zero);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, sh_buffer);
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// Set up render parameters
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int step = 16;
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shader_bind(sh_shader);
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glUniform1f(u_intensity, sky_intensity);
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glUniform2i(u_size, c->width, c->height);
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for (int i = 0; i < 6; i++) {
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// Bind texture to texture unit 0
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, c->textures[i]);
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glUniform1i(u_texture, 0);
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// Set up face index
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glUniform1i(u_face_index, i);
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// Dispatch compute shader
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glUniform1i(u_pass, 0);
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glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glUniform1i(u_pass, 1);
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glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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// Copy SH coefficients from buffer to array
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, 9 * sizeof(vec3), c->sh);
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// Normalize SH coefficients
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int total_samples = 16 * 2 * 6;
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for (int s = 0; s < 9; s++) {
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c->sh[s] = scale3(c->sh[s], 32.f / total_samples);
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// c->sh[s] = scale3(c->sh[s], 4.f * M_PI / total_samples);
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}
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glDeleteBuffers(1, &wg_buffer);
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// Generate cubemap texture
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glGenTextures(1, &c->id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
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// Copy each face of the cubemap to the cubemap texture
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for (int i = 0; i < 6; ++i) {
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glCopyImageSubData(c->textures[i], GL_TEXTURE_2D, 0, 0, 0, 0,
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c->id, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 0,
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c->width, c->height, 1);
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}
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// Generate mipmaps
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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#else
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int samples = 0;
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for (int i = 0; i < 6; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, c->framebuffers[i]);
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@ -383755,6 +383838,9 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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for (int s = 0; s < 9; s++) {
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c->sh[s] = scale3(c->sh[s], 32.f / samples);
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}
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glGenTextures(1, &c->id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -383762,6 +383848,7 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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#endif
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glBindFramebuffer(GL_FRAMEBUFFER, sky_last_fb);
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glViewport(sky_last_vp[0], sky_last_vp[1], sky_last_vp[2], sky_last_vp[3]);
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@ -2025,10 +2025,93 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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glDeleteTextures(1, &c->id);
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c->id = 0;
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}
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#if 0
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static unsigned sh_shader = -1, sh_buffer = -1, wg_buffer = -1, u_intensity = -1, u_size = -1, u_face_index = -1, u_texture = -1, u_step = -1, u_pass = -1;
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do_once {
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sh_shader = compute(vfs_read("shaders/cubemap_sh.glsl"));
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glGenBuffers(1, &sh_buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
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u_texture = glGetUniformLocation(sh_shader, "cubeFace");
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u_intensity = glGetUniformLocation(sh_shader, "skyIntensity");
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u_size = glGetUniformLocation(sh_shader, "textureSize");
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u_face_index = glGetUniformLocation(sh_shader, "faceIndex");
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u_step = glGetUniformLocation(sh_shader, "step");
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u_pass = glGetUniformLocation(sh_shader, "pass");
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}
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// Prepare work group buffer
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glGenBuffers(1, &wg_buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, wg_buffer);
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int num_work_groups = ((c->width + 15) / 16) * ((c->height + 15) / 16);
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glBufferData(GL_SHADER_STORAGE_BUFFER, num_work_groups * 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, wg_buffer);
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// Clear SH buffer
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vec3 zero = vec3(0,0,0);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
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glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_RGB32F, GL_RGB, GL_FLOAT, &zero);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, sh_buffer);
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// Set up render parameters
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int step = 16;
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shader_bind(sh_shader);
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glUniform1f(u_intensity, sky_intensity);
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glUniform2i(u_size, c->width, c->height);
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for (int i = 0; i < 6; i++) {
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// Bind texture to texture unit 0
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, c->textures[i]);
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glUniform1i(u_texture, 0);
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// Set up face index
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glUniform1i(u_face_index, i);
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// Dispatch compute shader
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glUniform1i(u_pass, 0);
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glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glUniform1i(u_pass, 1);
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glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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// Copy SH coefficients from buffer to array
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, 9 * sizeof(vec3), c->sh);
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// Normalize SH coefficients
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int total_samples = 16 * 2 * 6;
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for (int s = 0; s < 9; s++) {
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c->sh[s] = scale3(c->sh[s], 32.f / total_samples);
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// c->sh[s] = scale3(c->sh[s], 4.f * M_PI / total_samples);
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}
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glDeleteBuffers(1, &wg_buffer);
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// Generate cubemap texture
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glGenTextures(1, &c->id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
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// Copy each face of the cubemap to the cubemap texture
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for (int i = 0; i < 6; ++i) {
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glCopyImageSubData(c->textures[i], GL_TEXTURE_2D, 0, 0, 0, 0,
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c->id, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 0,
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c->width, c->height, 1);
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}
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// Generate mipmaps
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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#else
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int samples = 0;
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for (int i = 0; i < 6; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, c->framebuffers[i]);
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@ -2071,6 +2154,9 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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for (int s = 0; s < 9; s++) {
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c->sh[s] = scale3(c->sh[s], 32.f / samples);
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}
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glGenTextures(1, &c->id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -2078,6 +2164,7 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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#endif
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glBindFramebuffer(GL_FRAMEBUFFER, sky_last_fb);
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glViewport(sky_last_vp[0], sky_last_vp[1], sky_last_vp[2], sky_last_vp[3]);
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89
engine/v4k.c
89
engine/v4k.c
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@ -18824,10 +18824,93 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
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glDeleteTextures(1, &c->id);
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c->id = 0;
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}
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#if 0
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static unsigned sh_shader = -1, sh_buffer = -1, wg_buffer = -1, u_intensity = -1, u_size = -1, u_face_index = -1, u_texture = -1, u_step = -1, u_pass = -1;
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do_once {
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||||
sh_shader = compute(vfs_read("shaders/cubemap_sh.glsl"));
|
||||
glGenBuffers(1, &sh_buffer);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
|
||||
|
||||
u_texture = glGetUniformLocation(sh_shader, "cubeFace");
|
||||
u_intensity = glGetUniformLocation(sh_shader, "skyIntensity");
|
||||
u_size = glGetUniformLocation(sh_shader, "textureSize");
|
||||
u_face_index = glGetUniformLocation(sh_shader, "faceIndex");
|
||||
u_step = glGetUniformLocation(sh_shader, "step");
|
||||
u_pass = glGetUniformLocation(sh_shader, "pass");
|
||||
}
|
||||
|
||||
// Prepare work group buffer
|
||||
glGenBuffers(1, &wg_buffer);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, wg_buffer);
|
||||
int num_work_groups = ((c->width + 15) / 16) * ((c->height + 15) / 16);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, num_work_groups * 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, wg_buffer);
|
||||
|
||||
// Clear SH buffer
|
||||
vec3 zero = vec3(0,0,0);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
|
||||
glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_RGB32F, GL_RGB, GL_FLOAT, &zero);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, sh_buffer);
|
||||
|
||||
// Set up render parameters
|
||||
int step = 16;
|
||||
shader_bind(sh_shader);
|
||||
glUniform1f(u_intensity, sky_intensity);
|
||||
glUniform2i(u_size, c->width, c->height);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
// Bind texture to texture unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, c->textures[i]);
|
||||
glUniform1i(u_texture, 0);
|
||||
|
||||
// Set up face index
|
||||
glUniform1i(u_face_index, i);
|
||||
|
||||
// Dispatch compute shader
|
||||
glUniform1i(u_pass, 0);
|
||||
glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
|
||||
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
||||
|
||||
glUniform1i(u_pass, 1);
|
||||
glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
|
||||
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
||||
}
|
||||
|
||||
// Copy SH coefficients from buffer to array
|
||||
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, 9 * sizeof(vec3), c->sh);
|
||||
|
||||
// Normalize SH coefficients
|
||||
int total_samples = 16 * 2 * 6;
|
||||
for (int s = 0; s < 9; s++) {
|
||||
c->sh[s] = scale3(c->sh[s], 32.f / total_samples);
|
||||
// c->sh[s] = scale3(c->sh[s], 4.f * M_PI / total_samples);
|
||||
}
|
||||
|
||||
glDeleteBuffers(1, &wg_buffer);
|
||||
|
||||
// Generate cubemap texture
|
||||
glGenTextures(1, &c->id);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
|
||||
|
||||
|
||||
// Copy each face of the cubemap to the cubemap texture
|
||||
for (int i = 0; i < 6; ++i) {
|
||||
glCopyImageSubData(c->textures[i], GL_TEXTURE_2D, 0, 0, 0, 0,
|
||||
c->id, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 0,
|
||||
c->width, c->height, 1);
|
||||
}
|
||||
|
||||
// Generate mipmaps
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
#else
|
||||
|
||||
int samples = 0;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, c->framebuffers[i]);
|
||||
|
@ -18870,6 +18953,9 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
|
|||
for (int s = 0; s < 9; s++) {
|
||||
c->sh[s] = scale3(c->sh[s], 32.f / samples);
|
||||
}
|
||||
|
||||
glGenTextures(1, &c->id);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
@ -18877,6 +18963,7 @@ void cubemap_bake_end(cubemap_t *c, float sky_intensity) {
|
|||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
#endif
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, sky_last_fb);
|
||||
glViewport(sky_last_vp[0], sky_last_vp[1], sky_last_vp[2], sky_last_vp[3]);
|
||||
|
|
Loading…
Reference in New Issue